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Augmented, mixed reality and wearable computers for learning: extended episodes of playful learning anywhere, anytime Dr. Sofoklis A. Sotiriou Ellinogermaniki.

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Presentation on theme: "Augmented, mixed reality and wearable computers for learning: extended episodes of playful learning anywhere, anytime Dr. Sofoklis A. Sotiriou Ellinogermaniki."— Presentation transcript:

1 Augmented, mixed reality and wearable computers for learning: extended episodes of playful learning anywhere, anytime Dr. Sofoklis A. Sotiriou Ellinogermaniki Agogi Dr. Costas Davarakis Systema Informatics Partnerships for the Future: 4-6 November, 2002 Copenhagen

2 “Research on eLearning will support the development of innovative models for the provision of learning services, fully exploiting the potential of ambient intelligence technologies, enabling ubiquitous, interactive, personalised and tailored access to learning and knowledge on demand to individuals at home, at work or on the move. It will build advanced learning schemes for schools, universities, the workplace and for lifelong learning in general, reflecting the needs of the knowledge economy ” “Research on eLearning will support the development of innovative models for the provision of learning services, fully exploiting the potential of ambient intelligence technologies, enabling ubiquitous, interactive, personalised and tailored access to learning and knowledge on demand to individuals at home, at work or on the move. It will build advanced learning schemes for schools, universities, the workplace and for lifelong learning in general, reflecting the needs of the knowledge economy ” The vision

3 Explore future paradigms for next generation knowledge and interface technologies Explore future paradigms for next generation knowledge and interface technologies Emphasis on future scenarios for technology supported learning fully exploiting the potential of ambient intelligence (ubiquitous computing and communications, user-friendly interfaces) Emphasis on future scenarios for technology supported learning fully exploiting the potential of ambient intelligence (ubiquitous computing and communications, user-friendly interfaces) The pathway

4 The case: The significance of learning in situ Presenting information through the web implies that the teacher motivates the students in school or at home, where the motivating stimuli is not present Presenting information through the web implies that the teacher motivates the students in school or at home, where the motivating stimuli is not present Students are more motivated to learn about a historical site or a scientific application when they actually see it, in a museum or in an exhibition. Students are more motivated to learn about a historical site or a scientific application when they actually see it, in a museum or in an exhibition.

5 VR representation of monuments and sites www.ime.gr

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8 AR interfaces blend the physical and virtual worlds so AR interfaces blend the physical and virtual worlds so real objects can interact with 3D digital content and real objects can interact with 3D digital content and improve users’ shared understanding. The use of real improve users’ shared understanding. The use of real and virtualized objects for educational purposes can be and virtualized objects for educational purposes can be used in many ways: used in many ways: a) there will be virtual worlds that replicate or compliment the real environment allowing the users to interact with virtualized objects, which synchronously generate relevant physical phenomena into the real world, a) there will be virtual worlds that replicate or compliment the real environment allowing the users to interact with virtualized objects, which synchronously generate relevant physical phenomena into the real world, b) there will be real objects that the teacher or student will be able to interact with using interface devices like data gloves, in order to specify or carry out an experiment. b) there will be real objects that the teacher or student will be able to interact with using interface devices like data gloves, in order to specify or carry out an experiment. The role of AR for learning in-situ

9 Scenario A: On-site cultural guide archeoguide.intranet.gr

10 Augmented Reality based cultural guide on-site

11 More: Virtual representation of the Olympic Games

12 Scenario B: geometry teaching www.labfuture.net

13 Geometry and Haptics Use of Force feedback

14 Scenario C: science teaching www.laboftomorrow.org

15 Issues for discussion and research Usability issuesUsability issues Exact determination of positionExact determination of position and viewing angle and viewing angle Pedagogical frameworkPedagogical framework Systematic evaluationSystematic evaluation The Touring Machine Columbia University


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